Four round swiss tournament this week. This was my list:
1
Ill-Gotten Gains2
Tendrils of Agony1
Dark Petition4
Infernal Tutor4
Infernal Contract4
Cruel Bargain1
Slithermuse1
Skullwinder1
Deathrite Shaman1
Wild Cantor2
Simian Spirit Guide4
Summoner's Pact4
Elvish Spirit Guide4
Lion's Eye Diamond4
Lotus Petal4
Chrome Mox4
Dark Ritual4
Cabal Ritual4
Culling the Weak4
Verdant Catacombs1
Swamp1
Dryad ArborSideboard4
Swamp4
Duress4
Cabal Therapy1
Past in Flames2
Abrupt Decay
Round 1 - Bye
Round 2 - Merfolk
Game 1 (play): I don't know what he's playing, so I keep an Infernal Tutor/LED hand that eats FoW on turn 1. However, my opponent has a one land hand with a bunch of two land fish. Having played out two recurring mana sources from my opening hand, I'm able to rebuild and go off again before he is able to find the second land and get enough threats into play.
Game 2 (draw): We play draw-go for a while, with him countering D4s and me trying to discard his counters. After wearing him down, I'm able to Past In Flames for the win.
Round 3 - Burn
Game 1 (draw): I go off on my first turn after eating the expected turn 1 Lightning Bolt. IGG got me there.
Game 2 (draw): I know that turn 2 is going to see a Great Revel or Pyrostatic Pillar, so I side in Abrupt Decay. I'm able to go off on my first turn, though, and barely manage to drag myself across the finish line, having D4'd down to 1 life.
Round 4 - Combo Elves
Game 1 (play): I'm not sure what I'm facing, but I don't think it's blue, so I play Catacomb > Swamp > Deathrite. Next turn I use Deathrite to generate the mana needed to Cull Deathrite. With mana coming out of my ears, I IGG into a win.
Game 2 (draw): I have to mull to five cards to find an initial mana source, and keep a hand that plays out a D4 to refill. I don't draw any new business, though, so I'm in topdeck mode. Elves go off on turn 3, but a series of unlucky draws off Glimpse mean they wiff. They have enough Elves to simply turn sideways and win the game next turn, though. With some creative use of Summoner's Pact and Skullwinder, I'm able to generate enough storm win with the ToA that I had in hand.
Fun stuff. 4-0 finish, but with one of those being a bye, take it with a grain of salt.
I finally decided to pull the trigger on some Mox Opals so that I can play SAINT and mono black SI. I've been testing proxy versions, and one of the things I've noticed is just how many more keepable starting hands you have. With PSI, any Culling hand needs two mana sources to go on turn 1; using tallmen means that only one mana is required to start going off.